Class Features

As a Slaughterer you gain the following class features.
Hit Points
Hit Dice: 1d10 per Slaughterer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Slaughterer level after 1st


Armor: Light
Weapons: Simple melee weapons, battleaxes, flails, morningstars, warpicks and warhammers
Tools: None
Saving Throws: Constitution and Strength
Skills: Choose two from Athletics, Survival, Intimidation, Performance, Nature, Animal Handling and Perception.


You start with the following equipment, in addition to the equipment granted by your background:
(a) battleaxe or (b) morningstar
light armour
simple melee weapon
(a) Dungeoneer’s Pack or (b) Explorer’s Pack

Table: The Slaughterer

Level Proficiency Bonus Features
1st +2 What Doesn’t Kill You Makes You Angrier
2nd +2 Scars of War
3rd +2 Slaughterer Archetypes, Bloody Trait
4th +2 Ability Score Improvement
5th +3 Who’s Your Daddy
6th +3 Battle Enthusiasm
7th +3 Carnage
8th +3 Ability Score Improvement
9th +4 Bloody Trait
10th +4 Wicked Sick
11th +4 Warcry
12th +4 Ability Score Improvement
13th +5 Come At Me!
14th +5 Bloody Trait
15th +5 Adrenaline
16th +5 Ability Score Improvement
18th +6 Bloody Trait
19th +6 Ability Score Improvement
20th +6 Homicidal Rage

Slaughterer Features

What doesn’t kill you, makes you angrier
You can use a bonus action to put a counter on a target creature that you can see and that is in 5ft. from you, you deal 1d4 damage to yourself when you use this feature, everytime you use this feature on the same target after the first time you add 1+half of your Slaughterer level to the damage you deal to yourself (this damage stacks). The enemy takes 1d4 bonus damage for each counter he has on himself when you deal damage to him. The d4 (you deal to enemies and to yourself) becomes a d6 at level 8, a d8 at level 12, a d10 at level 16 and a d12 at level 20. You can’t use this feature if you would go under 10% of your total hp (rounded down) doing it.

Scars of War
Starting at level 2 each time you survive a fight with less than 10% of your total hp (rounded down) without getting to 0 hp you get a permanent bonus of 15hp and you gain +1 permanent AC for every fifth activation. This works only against creatures with an adequate challenge rating for your party, your DM will decide when you can active this feature. You get a permanent bonus of 30hp if you survive with 1hp.

Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Who’s your daddy
At 5th level you gain the ability to mock a creature that can hear you (but doesn’t have to understand you) in 5 ft. to you, the enemy makes a Wisdom saving throw. If he fails he focuses his attention on you and has a disadvantage on attack rolls against any other target than you. The enemy can repeat the saving throw each round. You must finish a short rest before you can use this feature again.

Battle enthusiasm
The more you fight the more you enjoy the bloodbath, starting at level 6 everytime you deal damage to a target creature you add half of that damage to your next attack roll on the same target. The damage added this way does not count when you attack again the target.

At 7th level, the pleasure you find in killing becomes so powerfull that you gain physical benefit after a kill. When you strike the final blow on a creature, killing it, you regain hit points equal to the 20% of the maximum hit points of the creature killed. You also gain advantage on your next attack roll in your next turn.

Wicked Sick
At 10th level you can switch to Wicked Sick stance. While you are in this stance you get -2AC and you get a +4 bonus on attack rolls. You also deal 1d6 bonus damage but when enemies roll 19 or 20 is considered critic against you. You can switch between this stance and the normal one at beginning of each of your turns.

At level 11 you gain the ability Warcry. When you use Warcry you gain +2AC for 1 minute and every hostile creature that can hear you in 10 ft. from you has disadvantage on their next attack roll against you. You must finish a long rest before you can use this feature again.

Come at me!
At level 13 you have no more fear of the number of enemies, each creature after the first that hits you deals damage reduced by your constitution modifier. This reduction is applied multiple times if more than 2 enemies hits you. The bonus resets at the beginning of your next turn.

At 15th level you gain this ability, which you can use once per long rest. When you use Adrenaline you will take no damage until your next turn and you regain hit points equal to 20 + your constitution modifier + your proficiency bonus. You can not receive any other heals until your next turn.

At 17th level you can use this ability on a creature who is under 10% of his total health and is in 5ft. from you. You cannot use this ability on huge and gargantuan creatures, also the target must have a head. The enemy must roll a constitution saving throw, if he fails he dies instantly, if he succeeds he will take a normal attack damage. If you kill an enemy with this ability you can sprint for 20ft. You must scream DECAPITATIOOOOOOOON! or this skill has no effect.

Homicidal rage
At level 20 you can use this ability once per long rest. When you use Homicidal rage you can attack 5 times with your weapon, you can choose different targets for each attack, you cannot use any other skill between the attacks but passive features will still apply. After using this feature you can not attack for 1 round.

Bloody traits

This features will add bonuses when you use your “What doesn’t kill you, makes you angrier” skill. You can choose one of these traits at 3rd, 9th, 14th and 18th levels.
Natural painkiller: reduce the damage you take using the skill by 5 + your proficiency bonus. You can select this feature multiple times.
Killing spree: you can move for 5ft. bonus after using the feature. You can select this feature multiple times adding a 5ft. bonus every time.
Gore: a target creature makes a Wisdom saving throw when you use the feature, if he fails is frightened by you for 1 round. You can select this feature only once.
Elemental slaughter: bonus damage given by this skill is of one type of your choise. You can select this feature only once.
Never retreat: you cannot be pushed, pulled or shifted for 1 round after using the skill. You can select this feature only once.
Absolute strength: if u hit the target after using the skill you can push the target by 5ft. You can select this feature multiple times.

Slaughterer Archetypes

At level 3 you chose one of the 3 Slaughterer achetypes: Brawler, Champion or The Tower.

-A Brawler refuses to use any weapons except for his bare hands. Starting at level 3 his unarmed attack will deal 2d4 bludgeoning damage instead of 1. This damage becomes 2d6 at level 11 and 2d8 at level 20. If the Brawler takes the Bloody trait “killing spree” he avoids opportunity attacks. -Starting from level 8 when Brawlers kills a creature they can use their movement action to jump near to any other hostile creature in 20ft. from their position ignoring any opportunity attack. -At level 13 Brawler can attack twice every time he takes an attack action in his turn. -At 18th level a Brawler can use the ability Bonebreaker. The Brawler hits his target in a vital point causing it to go unconscious. At the beginning of his second round after this attack the target can make a Constitution saving throw to remove this status (this attack deals damage like a normal attack). You must finish a short rest before you can use this ability again.

-Champions follow one simple rule: big is better. At level 3 Champions gains proficiency in greataxes, mauls, and greatswords. -At 8th level Champion can use the Double Edge ability dealing 3d12 damage to a creature you choose and half damage to any creature (including himself) in 5ft. from that creature. You must finish a short rest before you can use this feature again. -At level 13 Champion can use a charge without run-up. The Champion charges for 25ft. in a straight line, if an hostile creature is on his way the Champion takes it with himself dealing 2d10 damage, if there’s a wall or another creature behind both the Champion and the charged creature gets and extra 1d10 damage. -At 18th level the Champion can use the ability Homerun. The Champion strikes a target creature with immense strength dealing 4d12 damage and pushing it away for 30ft. If the creature econcounters something (or someone) while he’s pushed all units involved in the impact take 1d10 damage. You must finish a short rest before you can use this feature again.

The Tower
-The Tower stands in the middle of the fight, nothing will move him, no one will bother him, unless he wants to get crushed. At level 3 the tower gains proficiency in medium armors and in shields. -At 8th level if the tower has taken the Bloody trait “Never retreat” he cannot be pushed, pulled or shifted for all the duration of the fight and hostile creatures in 5ft. from him are slowed and cannot sprint. -At level 13 The Tower gains a bonus of +1AC everytime the “Come at me!” feature actives. The bonus resets at the beginning of his next round. -At 18th level The Tower can use the ability Earthquake. The earth rumbles and shakes under the weight of The Tower comes in dealing 3d10 damage to every creature in a square of 15ft. from him, this area is now considered difficult terrain. You must finish a short rest before you can use this feature again.